Besides the many internal refactors, this version has a totally new Skill-Tree layout, a whole slew of added Skills (both Active and Passive), and significant rebalancing of many existing Skills.

I also further optimized the model data using the updated version of my "Mesh and Skeleton Rebuilding" scripts, which should translate to slightly better performance in-game. Every bit counts. ;}

There are still a ton of things I have to do on this class, but I might soon wind up taking a break for a bit (I might actually try playing this class for more than a 15-minute testing session eventually).

This release includes two skills that did not make it into the last release (forked from "Chain Snare" and "Emberquake", respectively).

It also includes a couple new animations, to better support the variety of skills used by this class (several of the original Firedrake animations had baked-in particle effects, which I removed in these alternate versions).

The "Earth Destroyer" legacy skill has been disabled in this release. It probably will not return.

Alright! Will try this out and give u feedback soon as i have some ;thumbsup:

In these more recent builds, I have started to use a less traditional Skill-Tree layout. There are now separate "Active Skills" tabs, and "Passive Skills" tabs, with no direct crossover between the two.

I would love to hear your opinions on this, and what you think might be improved. ;}

Build 20 of my Emberdrake mod includes a major new feature: A Pet version of the class, complete with all the active skills!

This "Drakeling" pet also has additional equipment slots, adapted from the "Human Followers" mod by "kriss_gjeng". These are fully functional slots (though they are not compatible with class items at the moment).

Aaaand of course, because I cannot stop tinkering, I just had to try my hand at a more theme-appropriate texture for the Emberdrake. It turned out surprisingly well, considering the circumstances.

Mind you, it looks a whole lot better in-game than it does from the character-select screen, so it does have that downside. :\

You'll find the new textures in Build 21 at the usual link.

For those who care, the new texture was made using "Ostagram", an online image texturizer, based on the neural-net visual transformation tool "deepdream". I set one of my dragon textures as the base, and the Ordrak texture as the filter.

I added the eyes and glow-maps by handóbased on the Dragonkin and this new texture, respectively. ;}

I do not know, I feel the Dragon normal attack distance is very close, maybe because he uses a claw type weapon. I think the attack distance should be adjusted to the length of the arm of the Dragon. So it can attack the enemy within reach of his arm attack

Build 22 of my Emberdrake mod has a whole lot of changes from the previous buildóone of them being another significant refactor of the mod's internals (hopefully for the last time).

Changelog (non-exhaustive):

Refactored mod internals. All files now use "Emberdrake" instead of "Dragon" in their internal naming.

Added a Charge system. Currently it is just a clone of the Charge mechanic used by the Nethermancer class. I am using a passive Skill to attach the base Affix.

Made some changes to the Skill Tree. It now includes a Respec tab, and a custom top/bottom class-badge arrangement. I also significantly simplified the Tab-to-Page logic so each skill-tab does not directly interact with the other skill-tabs (surprisingly enough, this simpler method does not cause any complications in-game).

The starting claws have been turned into wands. I still need to fix their Level-requirement coding.

A few skill tweaks.

Some restructuring of the unit-data internals. Should now be easier for me to maintain.